
Gear
See Loadout & Gear for details.
Basic Gear
Name / Cost | Features | Slots | Mods (Max 2) |
---|---|---|---|
Anti-Flash Goggles | Advantages: Blocks the effect of Flashbangs | ◆ | Thermal Imaging | Visible Heat Signatures - ₩500 Night Vision | See in Darkness - ₩250 |
Binoculars | Enables: Observe from Afar | ◆ | Thermal Imaging | Visible Heat Signatures - ₩500 Night Vision | See in Darkness - ₩250 Rangefinder | Add +1PLUS to Precision Rifle shots - ₩500 |
Climbing Gear | Enables: Grapnel Launcher Advantages: +1PLUS to relevant Mobility Checks Uses: Unlimited, as long as its recovered. | ◆◆ | Motorised Ascender | Rapid Ascent - ₩300 |
Comm Gear | Enables: Insecure Comms up to 15km, Secure Comms up to 40m. | ◇ | Extreme Range | (Insecure 150km, Secure 200m) - ₩300 |
Drone | Enables: Control Drone up to 1km Disadvantages: Noisy while in operation. Uses: Operates for up to 3hrs. Automatically recovered after Job. If destroyed, pay 10% (Base Cost + Mods) to repair. | ◆◆ | Fast | Flies faster and controls with greater agility - ₩500 Silent | Makes no noise while in operation - ₩500 Autonomous | Operates independently - ₩1000 Armoured | Resists one instance of damage - ₩500 Nano | Significantly smaller, and silent, fits in vents - ₩1000 Weaponised | Enables attack. Use Tech skill. Treat as Light Sidearm - ₩750 Targeting System | Requires Weaponised. +1PLUS when attacking with Drone - ₩500 EMP Shielded | Drone is immune to EMP effects - ₩300 |
Fake ID | Advantages: +1PLUS to relevant Influence checks. Disadvantages: +1TD to each check after the first. | ◇ | High-Quality Fake | No TD Penalty after first use - ₩250 |
GRID | Enables: Interface with Device, Connect to NET, Code, Hack, etc. | ◆◆ | Compact | -1 Gear Slot - ₩500 High-Spec | +1PLUS to relevant Tech checks - ₩500 EMP Shielded | Device is immune to EMP effects - ₩300 |
Lockbreaking Kit | Enables: Pick Lock, Hotwire | ◆ | Automatic | Slowly picks locks autonomously - ₩300 |
Plasma Cutter | Enables: Cut/Weld Metal Uses: 3. Refilled after Job. | ◆◆ | Superheated | Cut/Weld Faster - ₩250 Extra-Fuel | +2 uses - ₩100 |
Portable Lab | Enables: Mix Chemicals, Identify Substances | ◆◆ | Compact | -1 Gear Slot - ₩500 Advanced Equipment | +1PLUS to relevant checks - ₩500 |
Rebreather | Enables: Breath Underwater, Filter Toxins Disadvantages: Poor Visibility | Reduces Awareness by 1 when worn. Uses: Lasts up to 1hr. Refilled after a job. | ◆◆ | Improved Visibility | No Awareness penalty - ₩300 Large Air Tank | 3hr Duration - ₩250 |
Signal Jammer | Enables: Jam Communications up to 1km Uses: Battery lasts up to 30mins. | ◆◆ | Endurance Battery | Battery lasts up to 2hrs - ₩350 |
Skimmer (Biometric) | Enables: Clone Biometric Data Disadvantages: Takes 1 minute of scanning to clone data. Uses: Unlimited, but can only store one instance of data at a time | ◆ | Fast Clone | Takes 10 seconds of scanning to clone data - ₩300 |
Skimmer (RFID) | Enables: Clone ID up to 1m away. Disadvantages: Takes 1 minute in proximity to close ID. Uses: Unlimited, but can only store one ID at a time | ◆ | Increased Range | Clones IDs up to 3m away - ₩250 Fast Clone | Takes 10 seconds of scanning to clone data - ₩300 |
Surveillance Gear | Enables: Track Target up to 1km, Record Audio/Video Disadvantagess: Detectable with Bug Detectors | ◆ | Long-Range | Track up to 10km - ₩250 Undetectable | Shielded from Bug Detectors - ₩350 |
Survival Kit | Enables: Make Camp, Light Fire, Cook Food, Distil Water Advantages: Adds +1PLUS to relevant Survival checks. Uses: Suitable for 5 nights in the wild. | ◆◆ | - |
Tool Kit | Enables: Repair, Jury-Rig | ◆◆ | Compact | -1 Gear Slot - ₩500 Well-Stocked | +1PLUS to relevant checks - ₩350 |
Generic Items | - | ◇ | - |
Armour
Name | Features | Gear Slots | Mods (Max 2) |
---|---|---|---|
Security Grade Armour | Advantages: Light Armour | +2 Armour. +1PLUS to Defence checks. Concealed | Can be hidden easily below clothing. Disadvantages: Light Armour | Bonus PLUS from Armour is nullified by attacks from Auto-Rifles and Precision Rifles. | ◆ | Insulated | Blocks stun-prods/tasers/electrocution - ₩250 Impact Resistant | +1PLUS against Blunt - ₩250 |
Military Grade Armour | Advantages: Medium Armour | +3 Armour. +2PLUS to Defence checks. Disadvantages: Bulky | Reduces Mobility by 1. Obvious | Cannot be concealed below clothing. | ◆◆ | Insulated | Blocks stun-prods/tasers/electrocution - ₩250 Impact Resistant | +1PLUS against Blunt - ₩250 Blast Resistant | +1PLUS against Blasts - ₩250 |
Military Grade Headgear | Advantages: Head Protection | +1 Armour. Disadvantages: Vision Obscuring | Reduces Awareness by 1. Obvious | Cannot be concealed below clothing. | ◆ | Thermal Imaging | Visible Heat Signatures - ₩500 Night Vision | See in Darkness - ₩250 Ballistic Face Shield | +1 Armour - ₩500 |
Ballistic Shield | Advantages: Shield | +1PLUS to Defence. Cover | Can cover an ally to add +1PLUS to their Defence rolls. Blast Resistant | +1PLUS to Defence against blasts. Disadvantages: Handful | Cannot perform actions requiring both hands. | ◆◆ | Retribution Shielding | Once per Scene, inflict a Minor Consequence in response to an attack. - ₩1,000 |
Hardsuit | Advantages: Medium Armour | +4 Armour. +2PLUS to Defence checks. Rebreather | Oxygen up to 2hrs. Environmental Seal | Survive in Vacuum Magboots | Cling to and walk along metal surfaces. Disadvantages: Very Bulky | Reduces Mobility by 2. | ◆◆◆ | Insulated | Blocks stun-prods/tasers/electrocution - ₩250 Impact Resistant | +1PLUS against Blunt - ₩250 Blast Resistant | +1PLUS against Blasts - ₩250 |
Bio-Hazard Suit | Advantages: Rebreather | Oxygen up to 2hrs. Toxin Filter | Blocks Toxins. Disadvantages: Bulky | Reduces Mobility by 1. Obvious | Cannot be concealed below clothing, or worn above other armour. | ◆◆ | - |
Slipsuit | Advantages: Silent Movement | Dampens and conceals the sound of movement. +1PLUS to Stealth. | ◆ | Adaptive Camo | +1PLUS to Stealth - ₩500 Heat Regulation | User doesn’t give off a Heat Signature - ₩300 Night Vision | See in Darkness - ₩250 |
Weapons
Name | Features | Gear Slots | Mods (Max 2) |
---|---|---|---|
Short Blade | Advantages: Quiet | +1PLUS to Silent Takedowns Sharp | On Major Success, target gains “Bleeding” condition as well as the existing consequences. Disadvantages: Bloody | Likely to make a mess. Short Range | +1MINUS in melee against targets with greater reach. | ◆ | Retractable | Easy to hide and pass through security scans. - ₩200 Special Coating | [Pick One] - ₩600 |
Long Blade | Advantages: Parry | +1PLUS to defense against Melee Sharp | On Major Success, target gains “Bleeding” condition on top of the regular consequences from the outcome. Disadvantages: Bloody | Likely to make a mess. | ◆◆ | Lightweight Materials | (-1 Gear Slot) - ₩500 Special Coating | [Pick One] - ₩600 |
Short Blunt | Advantages: Quiet | +1PLUS to Silent Takedowns Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. Disadvantages: Short Range | +1MINUS in melee against targets with greater reach. | ◆ | Retractable | Easy to hide and pass through security scans. - ₩200 Special Coating | [Pick One] - ₩600 |
Long Blunt | Advantages: Block | +1PLUS to defence against Melee Blunt | On Major Success, target gains “Stunned” condition on top of the regular consequences from the outcome. | ◆◆ | Lightweight Materials | (-1 Gear Slot) - ₩500 Special Coating | [Pick One] - ₩600 |
Light Sidearm | Advantages: Close Quarters | No Penalty at Close Range. Disadvantages: Low Penetration | +1MINUS against armoured targets. Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆ | Silenced | Significantly quieter. Removes Loud - ₩500 Laser Sight | +1PLUS to shoot at Melee, Room Range. - ₩500 Special Ammo | [Pick One] - ₩600 |
Heavy Sidearm | Advantages: High Penetration | +1PLUS against armoured targets. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon +3MINUS. | ◆ | Scoped | No MINUS penalty at Far Range. - ₩500 Special Ammo | [Pick One] - ₩600 |
Auto-Rifle | Advantages: Long Range | No Penalty at Far Range Autofire | Target up to +3 nearby targets. +1MINUS for each. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far Extended Range: Horizon +2MINUS. | ◆◆ | Silenced | Significantly quieter. Removes Loud - ₩500 Bayonet | Treat as Short Blade at melee range - ₩250 Folding Stock | (-1 Gear Slot) - ₩500 Scoped | Horizon Range +1MINUS. - ₩500 Special Ammo | [Pick One] - ₩600 |
Precision Rifle | Advantages: Extreme Range | No Penalty at Horizon Range High Penetration | +1PLUS against armoured targets. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far, Horizon | ◆◆ | Silenced | Significantly quieter. Removes Loud - ₩500 Takedown Rifle | (-1 Gear Slot) - ₩500 Special Ammo | [Pick One] - ₩600 |
Shotgun | Advantages: Spread | On a Major Success, up to 3 additional targets nearby suffer a Minor consequence. Close Quarters | No Penalty at Melee Range. Disadvantages: Loud | Attracts attention. Effective Range: Melee, Room. Extended Range: Far +1MINUS. Horizon Impossible. | ◆◆ | Silenced | Significantly quieter. Removes Loud - ₩500 Laser Sight | +1PLUS to shoot at Melee, Room Range. - ₩500 Bayonet | Treat as Short Blade at melee range - ₩250 Sawn-off | (-1 Gear Slot) - ₩500 Special Ammo | [Pick One] - ₩600 |
Grenade Launcher | Advantages: Propulsion | Launches grenades beyond regular throwing range. Requires Grenades to Launch Use Grenade Features to determine effect. Effective Range: Melee, Room. Extended Range: Far +2MINUS. Horizon Impossible. | ◆◆ | Targeting System | When resolving grenade outcomes, roll 3 additional d6. Drop the lowest three results. - ₩1,000 |
Heavy Weapon | Advantages: Autofire | Target up to +6 nearby targets. +1MINUS for every 2. Suppression | Regardless of outcome, up to +6 targets become “Pinned Down”. Disadvantages: Loud | Attracts attention. Close Range Penalty | +1MINUS at Melee Range Effective Range: Room, Far Extended Range: Horizon +2MINUS. Limited Ammo: 3 uses per job. | ◆◆◆ | Additional Ammo | +2 uses per job. - ₩1,000 |
Heavy Weapon | Advantages: Blast Radius | Target up to +6 nearby targets. +1MINUS for every 3. Mass Destruction | Greater Effect. All consequences suffered by targets are stepped up, regardless of outcome. Disadvantages: Loud | Attracts attention. Collateral | Likely to take yourself out in the blast at Melee distance. Effective Range: Room, Far Extended Range: Horizon +1MINUS. Limited Ammo: 2 Uses per job. | ◆◆◆ | Targeting System | Take time to establish target lock. Gain +2PLUS. - ₩2,000 Additional Ammo | +1 use per job. - ₩1,000 |
Special Ammo | Features |
---|---|
Beanbag/Stun Pellet | On a Major Success: Grants Stunned Condition to Target. Non-Lethal. Painful when applied to the body or limbs, stunning when applied to the head or groin. |
Incendiary | On a Major Success: Grants Burning Condition to Target. Requires the target to be wearing or covered in something flammable. |
Shredder | +1AD against Unarmoured Targets. Severe internal damage to soft targets. |
Toxin Laced | On a Major Success: Grants Poisoned Condition to Target, assuming the target can be poisoned. Condition cannot be removed until the laced round is removed from the body. |
Special Coating | Features |
---|---|
Electrified | On a Major Success: Grants Electrocuted Condition to Target +1AD against Electronic Targets |
High-Frequency | +1AD against Armoured Targets. Takes a while, but can slice through steel with continued application. |
Superheated | On a Major Success: Grants Burning Condition to Target. Melts flesh and bone. Provides light. |
Drugs
Name | Features | Gear Slots |
---|---|---|
Trauma (Air Hypo) | Advantages: - Reduce a single Trauma to a Level 2 Wound. - Remove a single Level 2 or 1 Wound. Overdose: Safe Limit: Can use up to 3 Medical Hypos per-job safely. On 4th+: Roll a Check. On a Hollow Success or Bane, immediately write a Trauma (OD’ing), and become incapacitated. Uses: Single Use. | ⬖ |
StabilX (Air Hypo) | Advantages: Stabilises the target and lowers a single Trauma to a Level 2 Wound. Disadvantages: Target gains “Weakened” condition. Lasts for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Target rolls a Check. On a Hollow Success or Bane, immediately write a Trauma (Cardiac Arrest) and become incapacitated. Uses: Single Use. | ⬖ |
Sharp (Pills) | Advantages: - Shrug off a Mental Condition - Gain +1PLUS for any check involving smarts or reflexes. Lasts for two scenes. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Brain Fog” condition for the next scene when effect ends. On 4th: Gain “Brain Fog” condition for the rest of the job. Uses: 3 Uses. | ⬖ |
Disposable Electrocauter | Advantages: - Apply to wound to rapidly stop bleeding and disinfect. - Cures Bleeding condition. - Reduces Trauma from missing limbs to Level 2 Wounds. Uses: - Unlimited use to stop Bleeding. - Single use to reduce Trauma, then discarded. | ⬖ |
Zero (Air Hypo) | Advantages: - Ignore Threat Dice from Conditions and Trauma for the next check. Overdose: On 2nd: Gain “Jitters” condition when effect ends, lasts until the end of the scene. On 3rd+: Roll a Check. On a Hollow Success or Bane, gain “Heart Palpitations* as a level 2 Wound. If you already have “Heart Palpitations”, immediately write a Trauma (Cardiac Arrest), and become incapacitated. Uses: Single Use | ⬖ |
LYPs (Pills) | Advantages: - Shrug off any stress-related conditions. - Adds +1PLUS to influence checks. - Can be administered to a target to add an additional +1PLUS to Influence checks against them. Overdose: Safe Limit: Can be used once per-job, safely. On 2nd+: Gain “Slurred Speech” condition for the next scene when effect ends. On 4th: - Gain the “Spaced Out” condition for the rest of the job. - Gain the flaw “Loose Lipped” for the rest of the job. Uses: 3 Uses. | ⬖ |
BLITZ (Air Hypo) | Advantages: - Grants +3PLUS to checks related to strength and endurance for one scene. Overdose: Always: Gain “Fatigue” condition for one scene afterward. On 2nd: Only gain +2PLUS. On 3rd: Only gain +1PLUS. On 4th+: No effect. Uses: Single Use. | ⬖ |
Shutdown (Powder) | Advantages: - Odourless, Colourless, and Tasteless. Roll a check: - On Major Success the target falls unconscious. - On Minor Success the target remains standing, but gains a condition, and their Toughness is halved. - On a Hollow Success, either nothing happens, or the target sputters and chokes to death, violently and noisily (GMs choice). Disadvantages: - Must be administered via food or drink. Uses: Single Use. | ⬖ |
Medusa (Air Hypo) | Advantages: - Roll a Check: - On a Major or Minor Success, the target gains the “Paralysed” condition after a few seconds. | ⬖ |
Purge (Pills) | Advantages: - Purges toxin and poison-related conditions and wounds. Disadvantages: - Causes severe stomach pains, sweating, and vomiting for at least one scene. | ⬖ |
Calcineurin Inhibitor | Advantages: - Cures Augmentation Rejection Uses: Single Use. | ⬖ |
Grenades
Name | Feature | Gear Slots |
---|---|---|
Grenade (Frag) (₩200) | Damages objects and deals conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Incendiary) (₩200) | Ignites flammable objects and inflicts conditions/wounds to targets. Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-5: Target Suffers Minor Consequence - 6: Target Suffers Major Consequence Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (EMP) (₩200) | Short-Circuits nearby electrical objects and targets. Can temporarily interfere with Augmentations. Roll a number of d6 equal to the number of electrically-powered targets in range, and assign each result to a target. - 1-3: Target Avoids Consequences - 4-6: Target gains the “Short Circuit” condition. Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Toxin) (₩200) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target resists the toxins. - 4-5: Target gains the “Poisoned” condition. - 6: Target gains the “Poisoned” and “Suffocating” conditions. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Grenade (Sleep Gas) (₩200) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target shrugs it off. - 4-5: Target gains the “Exhausted” condition. - 6: Target passes out after a few seconds. Blocked by Rebreathers Regular, Sticky, Remote, or Proximity Activated Range: Room | ◆ |
Grenade (Smoke) (₩100) | Obscures an area for 30 Seconds. Grants +1 PLUS/MINUS to checks such as stealth, aiming, shooting, etc. Range: Room | ◆ |
Grenade (Flash) (₩100) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-5: Target gains the “Blinded” condition. - 6: Target gains the “Blinded” and “Stunned” conditions. Blocked by Anti-Flash gear Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Grenade (Stun) (₩100) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target avoids the effect. - 4-6: Target gains the “Stunned” condition. Blocked by Medium Armour Regular, Sticky, Remote, or Proximity Activated Range: Melee | ◆ |
Breaching Charge (₩200) | Blows open doors and blasts holes in thin walls. Targets immediately in the blast zone or on the other side of the door/wall suffer a Major Consequence. | ◆ |
Explosive (Low-Power) (₩2,000) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target suffers a Minor Consequence. - 4-5: Target suffers a Major Consequence. - 6: Target suffers two Major Consequences. Remote Detonated, Proximity, or Timed Range: Room | ◆◆ |
Explosive (High-Power) (₩5,000) | Roll a number of d6 equal to the number of targets in range, and assign each result to a target. - 1-3: Target suffers a Major Consequence. - 4-5: Target suffers two Major Consequences. - 6: Target is immediately Obliterated. Remote Detonated, Proximity, or Timed Range: Far | ◆◆◆ |
Augmentations
Name | Features | Mods (No Limit) |
---|---|---|
Auto-Translation | Enables: Real-Time Auto-Translation Disadvantages: Does not automatically enable you to speak the language in reply. | Vocal Link | Allows you to speak back. Sounds robotic. - ₩500 Signal Processor | Requires Vocal Link. Enables fluent sounding speech. - ₩1,000 |
Integrated Comms | Enables: Insecure Comms up to 150km. Secure up to 200m. Advantages: Bone-Conduction | Can only be heard by the user. Concealed | Hidden beneath the skin, and shielded from scans | Shielded | Functionality is Protected from EMP and Signal Jamming - ₩500 |
Auditory Enhancer | Advantages: Sensitive Hearing | +1PLUS to relevant Awareness Checks Smart EQ | Blocks potentially harmful frequencies. | Extra Sensitive | Additional +1PLUS to relevant Awareness checks. - ₩2,500 |
Identity Scrambler | Advantages: Scramble Appearance | When viewed by digital surveillance, the user is obscured by glitches and junk data. Blocking attempts to identify them visually. | Blackout | Temporarily disables surveillance systems while the user is within view. - ₩1,000 |
Augmented Optics | Enables: Installation of advanced Optics Mods. Advantages: 20/5 Vision | +1PLUS to relevant Awareness Checks | Night & Thermal Vision | Visualise Heat and see in Darkness. - ₩1,000 Integrated Flash | Functions as a Flash Grenade that affects targets facing the user front-on. Usable once per Scene. - ₩1,000 Reality Meshing | Displays useful information about your surroundings and assists in navigation. +1PLUS to checks to navigate. - ₩1,000 Recording | Records everything the user sees to internal storage. Stores up to 6 hours of footage. - ₩500 Optical Zoom | Additional +1PLUS to relevant Awareness checks. - ₩2,500 Shielded | Protected from the effects of EMPs. - ₩1,000 Tactical HUD | +1PLUS to checks involving aim, and reading situations. - ₩2,500 |
Subdermal Compartment | Advantages: Concealed | Conceals a single slot item, or two half-slot items from digital scans. Skin-Match | Adds +1PLUS to checks to avoid discovery during physical searches. | Shielded | Contents is protected from the effects of EMPs. - ₩500 Seamless | Additional +1PLUS to checks to avoid discovery during physical searches. - ₩2,500 |
Electrodermal Implants | Advantages: Mask Signature | Control body temperature, obscuring the user from thermal imaging. Endure Temperature | Endure temperatures between 50°C and -50°C for up to 12 hours. | - |
Vocal Synthesizer | Advantages: Mimicry | Mimic voices and accents that have previously been recorded for at least 5 minutes. Foley | Mimic previously recorded sounds. | Banshee Module | Unleashes a sonic attack that affects all targets in Room range. Targets suffer “Deafened” condition. Usable once per Scene. - ₩2,500 |
Memory Unit | Enables: Record Memory, Playback Memory | - |
Limb Mod / Olympus Climbing System | Enables: Climb sheer surface without rope/handholds. | Fast Actuating | Climb at twice the speed. +1PLUS when relevant. - ₩2,500 |
Adaptive Rebreather | Enables: Survive without oxygen, filter toxins, detect radiation. Uses: Infinite Duration | - |
Data Interface Port (DIP) | Enables: Interfacing directly with devices without need for an attached terminal or GRID. Advantages: Neural Connection | Adds +1PLUS to relevant Tech checks. Disadvantages: Neural Connection | Direct interface brings with it a risk of burn-out or neuro-viruses. | Firewall | Nullify a single Major or Minor Consequence of Direct Connection, once per Job. - ₩1,000 Efficient Algorithms | Additional +1PLUS to relevant Tech checks. - ₩2,500 |
Limb Mod / Retractable Gear | Enables: Attach gear to body. Advantages: Integrated | Gear attached this way takes up 0 Gear Slots. Disadvantages: Welded | Switching attachments takes time and is difficult to do alone. Can be purchased once per-limb. | Quick Swap | Switching attachment is much quicker, and easy to do yourself. - ₩2,000 Connected | +1PLUS to checks involving this gear. - ₩2,500 |
Leg Mod / Impact Dampener | Advantages: Sound Dampening | Nullifies all sound made by footsteps. Impact Dampening | Softens the noise and impact of falls up to 10m. | - |
Insurance Unit | Enables: Explode Head | Explode Nearby | Functions as a Frag Grenade, affecting targets within Melee range. - ₩1,000 |
Trauma Shielding | Advantages: Subdermal Plating | +1 Armour. Reactive Shielding | Reduces Consequences from Falls, Blasts, Crashes, and Blunt impacts by one level. - Bane -> Major Consequence -> Minor Consequence -> No Consequence | Increased Coverage | Additional +1 Armour - ₩3,000 |
Leg Mod / Impulse Movement System | Enables: Running speed of 50km/h. Vertical leap of 3m. Advantages: Impulse | Adds +1PLUS to relevant Mobility checks. Disadvantages: Noisy | Powerful actuators make significant noise when active. | Quiet Operation | Removes the Noisy disadvantage. - ₩1,000 Blast Landing | Stun nearby targets on landing. Functions as a Stun Grenade, affecting targets within Melee range. - ₩1,000 High Impulse | Additional +1PLUS to relevant mobility checks. - ₩3,500 |
Hand Mod / TESLA | Advantages: Shocking Touch | Roll a check to make contact. On a Major Success: The target is subdued and convulsing. On a Minor or Hollow Success: The target gains the “Shocked” condition. Uses: Once per Scene. | Additional Charge | Enables use twice per scene - ₩2,000 |
AI Assistant | Enables: Request Assistance, answers based on installed Knowledge Banks. Knowledge Banks act as Knowledge Expertise. Advantages: Local Information | Provides public information about Mars and Wuhai. Anything available on the public NET. Admin Tasks | Assists with administrative tasks and calculations. +1PLUS to any relevant check. Uses: Capacity for three “Knowledge Banks” at any one time. | Additional Knowledge Bank | Write a new Knowledge Expertise attached to this Aug. +1PLUS when relevant to checks using this Aug. |
Auto-Injector | Enables: Automatically inject a drug of choice when desired. - When used, declare any drug and resolve it’s effects. You don’t need to have purchased the drug beforehand. Uses: Two charges per job. | Additional Dose | Enables use twice per scene - ₩2,000 |
Biometric Analyser | Enables: Behavioural Analysis, Heart Rate, Stress Level scans. Advantages: +2PLUS to checks to Influence or Read People, when using this info to your advantage. | Medical Database | Detailed medical records and diagnosis for target. +2PLUS to relevant Medical checks. - ₩4,000 Cerberus Database | Detailed criminal records for target. +1PLUS to Influence when using this info to your advantage. - ₩3,500 |
Microfibral Muscle | Enables: Endure prolonged strenuous activity. Advantages: Capacity | Increases Loadout Limits - Light: 1 - 3 -> 1 - 4 - Heavy: 4 - 6 -> 5 - 7 Strong | +1PLUS to relevant checks. | Herculean | Additional +1PLUS to relevant checks. - ₩3,500 |
Modular Limb Mounting System | Enables: Additional Limb, with all the benefits that implies. Advantages: Multi-Task | Add +1PLUS when making use of both your regular and extra limbs in a check. Can be purchased twice. Multi-Task bonus only applies once. | - |
Therapeutic Neuro-Dampers | Advantages: Suppression | Cancel out MINUS added for flaws and mental conditions. Lasts for an entire scene. Uses: - Usable twice without consequence. - After 3rd use, gain “Emotionless” condition for the rest of the job. | - |
Viper Sting | Enables: Inject Drug. - When used, declare any drug and resolve it’s effects. You don’t need to have purchased the drug beforehand. Advantages: Concealed | Hidden within the body (finger, tongue, etc.). Doesn’t show on scans or physical searches. Subtle | The target feels nothing. Add +2PLUS to relevant Subterfuge checks to make contact. | - |
Black Box | Enables: Obliterate Corpse | Obliterate Room | Treat as Low-Power Explosive. - ₩2,000 |
Chem Dispersal Unit | Enables: Disperse Chem. - When used, declare any drug and resolve it’s effects. You don’t need to have purchased the drug beforehand. | - |
Morphic Skin | Enables: Sculpt Face. Advantages: Disguise | +2PLUS to checks to deceive people visually with your sculpted appearance. - +1PLUS against people who are highly familiar with the person who’s face you’re replicating. Uses: Infinite, but sculpting convincing replicas of other people’s faces takes time and skill. | AutoSculpt | Can mimic and automatically sculpt skin to match biometric scan data. Takes 15 minutes to finish. - (₩2,500) |
Reflex Booster | Advantages: Threat Sense | You always start with Momentum and get a chance to act first in combat, even when ambushed. Enhanced Reflexes | +1PLUS to relevant checks to react or act quickly. | Reflect Projectiles | When defending against projectiles with a Melee weapon, on a Major Success, the projectile is reflected back at a nearby target. - ₩3,000 |
Titan Ordnance Mounting System | Enables: Attach gear to body. Advantages: Integrated | Heavy Weapons attached this way take up 0 Gear Slots. Disadvantages: Welded | Switching attachments takes time and is difficult to do alone. Bulky | Makes it difficult, if not impossible to fit into cramped spaces. | - |
WASPs | Advantages: Launch WASPs | Darts seek out up to 3 targets automatically. Roll a number of d6 equal to the number of targets in range. - On a 6: The Target falls to the floor, subdued and convulsing. - 4-5: The Target gains the “Shocked” condition and another Minor Consequence. - 1-3: The Target gains the “Shocked” condition. Range: Melee Uses: Once per Scene. | Additional Units | Can hit two additional targets. - ₩2,000 |
Deadman Circuit | Advantages: Unleash EMP | Interferes with Gear and Augmentations. Roll a number of d6 equal to the number of electrically-powered targets in range, and assign each result to a target. - 1-3: Target suffers the “Short Circuit” condition. - 4-5: Target suffers “Short Circuit” and an additional Minor Consequence. - 6: Target suffers “Short Circuit” and an additional Major Consequence. Range: Melee Uses: Once per Scene. | Wide Range | Range increased to Room. - ₩1,000 Extra Capacity | Enables use twice per scene - ₩2,000 |
Redundant Systems | Advantages: Resilience | Adds an additional Trauma box, bringing your maximum to 3. Persist | Once per job, turn a Trauma that would have killed you into the “Weakened” condition, that lasts for the rest of the job. | Auto Stim | Weakened Condition wears off after one scene. - ₩5,000 |
Pain Inhibitors | Advantages: Endure Pain | Increase Maximum Number of Level 2 Wounds from 3 -> 4. Endure Torture | +2PLUS to checks to endure physical pain and torture. | - |
Full Body Conversion | Enables: ██████████ Advantages: ██████████ Disadvantages: ██████████ | |
Mind-Machine Integration | Enables: ██████████ Advantages: ██████████ Disadvantages: ██████████ | |
Regulated Anagathic Substrate | Enables: Extended Life Advantages: ██████████ Disadvantages: ██████████ |
Vehicles
Name | Features | Mods (Max 2) |
---|---|---|
Classic Motorcycle | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: Single Seater. 2 Gear Slots. | Nitrous | Single Use, temporary boost of speed. +1PLUS when relevant. - ₩500 Bulletproof Tires | Tires cannot be burst by gunfire - ₩750 Gyroscopic Stabilisation | +1PLUS to Drive checks - ₩1,000 |
Superbike | Advantages: Fast | Faster than average vehicles. +1PLUS when relevant. Flashy | Draws attention, +1PLUS when relevant. Disadvantages: Flashy | Draws attention, +1MINUS when relevant. Space: Single Seater | Nitrous | Single Use, temporary boost of speed. +1PLUS when relevant. - ₩500 Bulletproof Tires | Tires cannot be burst by gunfire - ₩750 Gyroscopic Stabilisation | +1PLUS to Drive checks - ₩1,000 |
Consumer Car | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 4 Gear Slots. | Nitrous | Temporary boost of speed. - ₩500 Bulletproof Tires | Tires cannot be burst by gunfire - ₩750 Concealed Cargo Space | 1 Gear Slot of hidden storage - ₩250 |
Consumer Van | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Heavy | +1PLUS to Drive checks to do with ramming/combat driving. Disadvantages: Heavy |** +1MINUS to Drive checks to do with handling/mobility. Space: Seats up to 6 comfortably, up to 8 uncomfortably. 8 Gear Slots. | Bulletproof Tires | Tires cannot be burst by gunfire - ₩750 Concealed Cargo Space | 2 Gear Slot of hidden storage - ₩250 Converted | Reduce Gear Slots to 4, add a useful space of your choice. - ₩1,000 Plow | +1PLUS to Drive checks to do with ramming. - ₩500 |
Armoured Car | Advantages: Armoured | Protects occupants from harm. Resistant to gunfire. Bulletproof Tires | Tires cannot be burst by gunfire. Heavy | +1PLUS to Drive checks to do with ramming/combat driving. Disadvantages: Heavy | +1MINUS to Drive checks to do with handling/mobility. Space: 2-Seater. 4 Gear Slots. | Nitrous | Temporary boost of speed. - ₩500 Concealed Cargo Space | 1 Gear Slot of hidden storage - ₩250 Armed | Attached weapon. Treat as Heavy Weapon. - ₩1,000 |
Armoured Van | Advantages: Armoured | Protects occupants from harm. Resistant to gunfire. Bulletproof Tires | Tires cannot be burst by gunfire. Heavy | +1PLUS to Drive checks to do with ramming/combat driving. Disadvantages: Heavy | +1MINUS to Drive checks to do with handling/mobility. Space: Seats up to 6 comfortably, up to 8 uncomfortably. 8 Gear Slots. | Concealed Cargo Space | 2 Gear Slots of hidden storage - ₩250 Armed | Attached weapon. Treat as Heavy Weapon. - ₩1,000 Converted | Reduce Gear Slots to 4, add a useful space of your choice. - ₩1,000 Plow | +1PLUS to Drive checks to do with ramming. - ₩500 |
Super Car | Advantages: Fast | Faster than average vehicles. +1PLUS when relevant. Agile | Better handling than average vehicles. +1PLUS when relevant. Flashy | Draws attention, +1PLUS when relevant. Disadvantages: Flashy | Draws attention, +1MINUS when relevant. Space: 2-Seater. 2 Gear Slots. | Nitrous | Temporary boost of speed. - ₩500 Bulletproof Tires | Tires cannot be burst by gunfire - ₩750 Autonomous | Can navigate by itself. - ₩3,500 |
Micro Flyer | Advantages: Agile | Nimble and easy to manoeuvre. +1PLUS when relevant. Disadvantages: Fragile | Can’t stand up to too much abuse. Space: Single Seater | Chaff Launcher | Once per-job. Causes guided missiles to miss. - ₩500 |
Helicopter | Advantages: Armoured | Protects occupants from harm. Resistant to gunfire. Agile | Nimble and easy to manoeuvre. +1PLUS when relevant. Space: 4-Seater. 6 Gear Slots. | Chaff Launcher | Once per-job. Causes guided missiles to miss. - ₩500 Armed | Attached weapon. Treat as Heavy Weapon. - ₩1,000 |
Skiff | Advantages: Small | Can fit along waterways that most boats can’t. Unassuming | Doesn’t attract attention, +1PLUS when relevant. Space: 4-Seater. 3 Gear Slots. | Concealed Cargo Space | 2 Gear Slots of hidden storage - ₩250 Bulletproof Hull | Resistant to gunfire. - ₩750 Improved Engine | Faster than average Skiffs - ₩500 |
Fishing Boat | Advantages: Unassuming | Doesn’t attract attention, +1PLUS when relevant. Disadvantages: Slow | Slower than many other boats. Space: Space for 8 people. 8 Gear Slots. | Concealed Cargo Space | 2 Gear Slots of hidden storage - ₩250 Bulletproof Hull | Resistant to gunfire. - ₩750 |
Speed Boat | Advantages: Fast | Faster than average boats. +1PLUS when relevant. Agile | Better handling than average boats. +1PLUS when relevant. Flashy | Draws attention, +1PLUS when relevant. Disadvantages: Flashy | Draws attention, +1MINUS when relevant. Space: 4-Seater. 3 Gear Slots. | Concealed Cargo Space | 2 Gear Slots of hidden storage - ₩250 Bulletproof Hull | Resistant to gunfire. - ₩750 Improved Engine | Faster than average Speedboats - ₩500 |
Submersible | Advantages: Dive | Can submerge and stay below the water indefinitely. Sonar | Can track targets above the water, while submerged. +1PLUS when relevant. Space: Space for 4 people. 3 Gear Slots. | Stealth | Cannot be detected by security systems/sonar etc. - ₩1,000 Armed | Torpedoes. Treat as Heavy Weapon (Launcher). - ₩1,000 |
Yacht | Advantages: Luxury | Draws attention, impresses people +2PLUS when relevant. Disadvantages: Part of the Problem | Owning this paints a target on your back. +2MINUS when relevant. Space: Plenty space for people and gear. | Helipad | Space to land a Helicopter - ₩2,500 Jet Skis | Three Jet Skis - ₩2,500 Crewed | Waited on hand and foot by private crew - ₩3,500 |
Lifestyle
Name | Features |
---|---|
Sleeping Rough, no Fixed Address Stash Req: ₩0 | Disadvantages: No Security | +1MINUS Poor Hygiene | +1MINUS Poor Diet | +1MINUS |
Rack in a Capsule Hotel Stash Req: ₩250 | Advantages: Safe Place to Sleep | +1PLUS Disadvantages: Poor Diet | +1MINUS Poor Hygiene | +1MINUS |
Shared Flat in a Crowded Tenement Stash Req: ₩1,000 | Advantages: Safe Place to Sleep | +1PLUS Disadvantages: Poor Diet | +1MINUS No Privacy | +1MINUS |
One-Room Walk-Up on a Run-Down Block Stash Req: ₩2,500 | Advantages: Safe Place to Sleep | +1PLUS Disadvantages: Poor Diet | +1MINUS |
Comfortable Flat in a Decent District Stash Req: ₩7,500 | Advantages: Safe Place to Sleep | +1PLUS Decent Hygiene | +1PLUS Decent Diet | +1PLUS |
Corporate-Grade Rental in a Clean Zone Stash Req: ₩15,000 | Advantages: Comfortable Place to Sleep | +2PLUS Decent Hygiene | +1PLUS Decent Diet | +1PLUS Decent Security | +1PLUS |
High-Security Apartment with Concierge Stash Req: ₩25,000 | Advantages: Comfortable Place to Sleep | +2PLUS Good Hygiene | +2PLUS Balanced Diet | +2PLUS Excellent Security | +2PLUS Aura of Affluence | +1PLUS Disadvantages: Nosy Neighbours | +1MINUS Out of Touch | +1MINUS |
Penthouse or Villa with Full-Service Staff Stash Req: ₩100,000 | Advantages: Comfortable Place to Sleep | +2PLUS Good Hygiene | +2PLUS Balanced Diet | +2PLUS Excellent Security | +2PLUS Huge Affluence | +2PLUS Disadvantages: Part of the Elite | +3MINUS |